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Old 07-19-2008, 05:15 AM   #51
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1. Today I was ambush'd for approximately 11 seconds with a lvl 2 ambush. Neither of our chars moved but when we could I immediately had a log FULL of attacks from the pet (not the hunter) so I'm sure he had same issue as he died from my pet.

2. Constant warping of players...one minute they are in front of you and next minute they are not....

This is happeneing to alot of people...not sure who has applauded the lag but everyone I know is complaining about it.

EDIT: Question for NGD Developers - what do you run to validate your performance testing and load balancing?
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Old 07-19-2008, 07:52 AM   #52
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My actual FPS is greatly improved, HOWEVER, i get lag spikes from hell where the whole screen freezes for several seconds at a time.(like solarus)
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Old 07-19-2008, 12:26 PM   #53
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Quote:
Originally Posted by Valorius
My actual FPS is greatly improved, HOWEVER, i get lag spikes from hell where the whole screen freezes for several seconds at a time.(like solarus)
Exactly the same here too, although I cannot deny the fact that the hotfix improved this situation a lot.
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Old 07-19-2008, 12:33 PM   #54
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When i logged in after 8 days away the graphics seemed very different to me.

They were less clear than before, and the general 'feel' of the game wasn't the same.

After a couple of hours of play i got used to it.

However, i did experience less lag. With 600+ users on a Friday night i usually get it really bad. But last night i was largely lag-free.

Tho i did get frequent position bugs, facing bugs, and fort door bugs...
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Old 07-19-2008, 03:31 PM   #55
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Right after the update i had a noticeable increase in monster/player "warping" across the screen. But after the latest hotfix (yesterday?) the whole game now feels significantly better than before. I even turned the view range to max and can enjoy the view from Syrtis central save all the way to Herbred Fort still with FPS > 40.
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Old 07-19-2008, 07:48 PM   #56
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Somehow I think this was the only one update which I can say its full bingo. Usually after update half of the things doesnt work and stuff, but this time only once server crashed and was little more down to track down problem.
In beginning lag was bit high, but now its all ok even with 700+ users. I saw last night I think, 780 users on, and that was: WOW. Before update it was very laggy with even 500-600 users.
Ofc, this is just generally speaking, not going in details of changes.
IMO, NGD did good job this time, much better than in any previous update.
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Old 07-19-2008, 08:01 PM   #57
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I am still getting this problem:

Quote:
Originally Posted by makarios68
It's when there are nearby enemies and the animation freezes (for anywhere between 3-10 secs), and when it unfreezes i'm either in the process of being killed or have already died.

The freezing usually happens when the enemies are in sight, but can also happen before i see them, which is particularly annoying when you freeze with no one sight and unfreeze dead with enemies all over you.
It doesn't seem as bad as before, but it still happens, especially soon after i log into the game...
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Old 07-19-2008, 08:25 PM   #58
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That's my only real problem now too. One such freeze lasted for the entire duration of invis!
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Old 07-19-2008, 10:44 PM   #59
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Quote:
Originally Posted by Solarus
EDIT: Question for NGD Developers - what do you run to validate your performance testing and load balancing?
Running profilers for Regnum just crashes our computers . Although we will probably try with updated version because we haven't done it in a while.

On the other hand, we use several in-house systems that measure key elements (rendering, scripting, etc).

Regnum, as any other continuous world MMO, doesn't generally have a predefined situation that is constant (unless you are in a instance with a predefined maximum amount of players).
For instance, in Half-Life 2, you load a level and you know beforehand how many resources will be loaded at any given time.
In a MMO, you could have 1 player as well as 50, and those 50 players may all have the same 3d model or a different one, they may have several parts of equipment, they may be casting a spell or having a constant FX. All of this varies from place to place (for instance, Pines has a lot of erhmm well... Pines , which makes it a heavier zone than say, some parts at the desert).

So basically, we do a lot of play-testing by our QA guy looking at the measurement system results .

This is of course, an on-going task and all the information you provide, usually gives us hints of where to look first.

Regards
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Old 07-20-2008, 09:30 AM   #60
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Quote:
Originally Posted by niclam

Regnum, as any other continuous world MMO, doesn't generally have a predefined situation that is constant (unless you are in a instance with a predefined maximum amount of players).
For instance, in Half-Life 2, you load a level and you know beforehand how many resources will be loaded at any given time.
In a MMO, you could have 1 player as well as 50, and those 50 players may all have the same 3d model or a different one, they may have several parts of equipment, they may be casting a spell or having a constant FX. All of this varies from place to place (for instance, Pines has a lot of erhmm well... Pines , which makes it a heavier zone than say, some parts at the desert).
Yes isn't that the problem? There are too many resources seperately? Thats what makes citites lag for instance, because there are say 500+ resources in there like boxes, desks, bottles, carpets, etc.

Isnt the problem like because they are all seperate?
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